How To Add Audio To Adobe Animations
Overview
Adobe Breathing offers several ways to use audio. Brand sounds that play continuously, independent of the Timeline, or use the Timeline to synchronize animation to a sound track. Add sounds to buttons to brand them more than interactive, and make sounds fade in and out for a more polished audio track.
There are two types of sounds in Animate: event sounds and stream sounds. An event sound must download completely before it begins playing, and it continues playing until explicitly stopped. Stream sounds brainstorm playing as soon as enough data for the outset few frames has been downloaded; stream sounds are synchronized to the Timeline for playing on a website.
If you are creating Animate content for mobile devices, Breathing also lets you include device sounds in your published SWF file. Device sounds are encoded in the device's natively supported audio format, such equally MIDI, MFi, or SMAF.
You tin use shared libraries to link a sound to multiple documents. You can also utilize the ActionScript® two.0 onSoundComplete event or ActionScript® 3.0 soundComplete outcome to trigger an upshot based on the completion of a sound.
You can load sounds and control audio playback using prewritten behaviors or media components; the latter also provide a controller for stop, pause, rewind, and then on. You can likewise utilize ActionScript ii.0 or 3.0 to load sounds dynamically.
For more information, see attachSound (Sound.attachSound method) and loadSound (Audio.loadSound method)in ActionScript 2.0 Language Reference or Sound class in ActionScript 3.0 Linguistic communication and Components Reference.
ActionScript two.0 and ActionScript 1.0 are not supported with Animate.
Importing sounds
You identify sound files into Animate by importing them into the library or directly importing them to stage.
The File > Import > Import to Library carte option places the audio just in the library, and not on the timeline.
When you import an audio file using File > Import > Import to Stage menu option or by dragging and dropping the audio file directly to the timeline, the audio will be placed on active frame of the agile layer. If you drag and drop multiple sound files, only one audio file will be imported because i frame tin contain only i audio.
To import sound, use one of the post-obit methods:
- To import an audio file to library, select File > Import > Import To Library and select the sound file that you lot want to import.
- To import an sound file to stage, select File > Import > Import To Stage and select the audio file that you want to import.
- Drag-and-driblet the sound file directly to the stage.
You can also drag a sound from a mutual library into the library for the electric current document.
Breathing stores sounds in the library forth with bitmaps and symbols. Y'all demand only ane copy of a audio file to use that sound multiple means in your document.
If you want to share sounds among Animate documents, y'all can include the sounds in shared libraries.
Sounds tin use large amounts of disk space and RAM. Nevertheless, mp3 audio data is compressed and smaller than WAV or AIFF audio data. Mostly, when using WAV or AIFF files, it'southward best to use xvi-22 kHz mono sounds (stereo uses twice as much data as mono), but Animate can import either 8- or 16-bit sounds at sample rates of xi, 22, or 44 kHz. Sounds recorded in formats that are not multiples of xi kHz (such as viii, 32, or 96 kHz) are resampled when imported into Animate. Animate can convert sounds to lower sample rates on export.
If you desire to add effects to sounds in Animate , it'southward best to import xvi-flake sounds. If you have express RAM, keep your sound clips brusque or work with eight-bit sounds instead of 16‑bit sounds.
To import or play sounds in Animate, pre-installing QuickTime or iTunes is not needed.
Supported sound file formats
You lot can import the following audio file formats into Animate:
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Adobe Audio (.asnd). This is the native sound format of Adobe® Soundbooth™.
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Moving ridge (.wav)
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AIFF (.aif, .aifc)
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mp3
You tin can import these additional sound file formats:
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Sound Designer® II (.sd2)
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Lord's day AU (.au, .snd)
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FLAC (.flac)
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Ogg Vorbis (.ogg, .oga)
The ASND format is a non-subversive audio file format, native to Adobe Soundbooth. ASND files can contain audio data with effects that can exist modified after, Soundbooth multitrack sessions, and snapshots that let yous to revert to a previous state of the ASND file.WebGL and HTML5 Canvas doctypes support only MP3 and WAV formats.
Adding sounds in Animate
Adding a sound directly from your computer to the Timeline
You tin import audio directly from your figurer over to the Timeline by using whatsoever of the post-obit methods:
- Select File > Import > Import to Stage and select the audio file that you want to import.
- Elevate and drop the audio file to the phase/timeline.
Note that you tin only add ane sound file at a time. Dragging and dropping multipe audio files will import simply one audio file to the timeline.
Adding a audio from the library to the Timeline
Y'all can add a sound to a document using the library, or you can load a sound into a SWF file during runtime, using the loadSound method of the Sound object. For more information, meet Sound Form in the ActionScript 3.0 Reference.
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Import the sound into the library if it has non already been imported.
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Select Insert > Timeline > Layer.
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With the new audio layer selected, drag the sound from the Library panel onto the Stage. The sound is added to the current layer.
You can place multiple sounds on i layer or on layers containing other objects. However, it is recommended that each sound exist placed on a separate layer. Each layer acts every bit a split up sound channel. The sounds on all layers are combined when you play the SWF file.
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In the Timeline, select the first frame that contains the sound file.
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Select Window > Properties, and click the arrow in the upper-right corner to expand the Property inspector.
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In the Property inspector, select the sound file from the Sound pop-up bill of fare.
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Select an effect pick from the Furnishings popular-up menu:
None
Applies no effects to the sound file. Select this choice to remove previously applied effects.
Left Aqueduct/Right Channel
Plays sound in the left or right channel only.
Fade Left To Right/Fade Right To Left
Shifts the sound from one channel to the other.
Fade In
Gradually increases the volume of a sound over its duration.
Fade Out
Gradually decreases the volume of a audio over its duration.
Custom
Lets you create custom in and out points of sound using the Edit Envelope.
Effects are non supported on WebGL and HTML5 Sheet documents.
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Select a synchronization pick from the Sync pop-upwardly bill of fare:
Event
Synchronizes the audio to the occurrence of an consequence. An event audio plays when its starting keyframe first appears and the plays in its entirety, independently of the playhead in the Timeline, even if the SWF file stops playing. Event sounds are mixed when you play your published SWF file.
If an event audio is playing and the sound is instantiated once again (for example, by the user clicking a button once again, or the playhead passing the starting keyframe of the audio), the showtime instance of the sound continues to play and another case of the aforementioned sound begins to play simultaneously. Continue this in mind when using longer sounds, equally they tin can potentially overlap, causing unintended sound effects.
Get-go
The aforementioned equally Event, except that if the sound is already playing, no new case of the audio plays.
Stop
Silences the specified sound.
Stream
Synchronizes the sound for playing on a website. Animate forces animation to proceed pace with stream sounds. If Animate can't draw animation frames quickly plenty, it skips frames. Unlike event sounds, stream sounds stop if the SWF file stops playing. Likewise, a stream sound can never play longer than the length of the frames information technology occupies. Stream sounds are mixed when you publish your SWF file.
An instance of a stream sound is the voice of a grapheme in an blitheness that plays in multiple frames.
Animate remembers the audio sync options in property inspector. If a sound is selected from the "Audio" section of the Backdrop Inspector, then on trying to set another sound on a new keyframe from the Backdrop Inspector, Breathing remembers the sync options "Stream" or "Event" of the previous audio.
If you use an mp3 audio as a stream sound, you must recompress the audio for export. Y'all tin export the sound as an mp3 file, with the aforementioned compression settings that it had on import.Stream setting is not supported in WebGL documents.
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Enter a value for Repeat to specify the number of times the sound should loop, or select Loop to repeat the sound continuously.
For continuous play, enter a number large enough to play the sound for an extended duration. For example, to loop a 15-second sound for 15 minutes, enter 60. Looping stream sounds is not recommended. If a stream sound is set to loop, frames are added to the file and the file size is increased by the number of times the audio is looped.
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To exam the sound, drag the playhead over the frames containing the sound or use commands in the Controller or the Control carte.
Removing a audio from the Timeline
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In the Timeline layer containing the sound, select a frame that as well contains the sound.
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In the Property inspector, go to the Sound department and select None from the Name carte du jour.
Animate deletes the audio from the Timeline layer.
Adding a audio to a button
You can associate sounds with the different states of a button symbol. Because the sounds are stored with the symbol, they work for all instances of the symbol.
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Select the button in the Library panel.
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Select Edit from the Console menu in the upper-right corner of the console.
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In the push's Timeline, add a layer for sound (Insert > Timeline > Layer).
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In the sound layer, create a regular or blank keyframe to correspond with the button state to which you desire to add a audio.
ClickInsert > Timeline > Keyframe or Insert > Timeline > Blank Keyframe.
For example, to add together a sound that plays when you click the button, create a keyframe in the frame labeled Down.
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Click the keyframe you created.
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Select Window > Properties.
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In the Property inspector, select a audio file from the Sound pop-up card.
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Select Event from the Sync popular-up menu.
To associate a different sound with each of the push'southward keyframes, create a blank keyframe and add another sound file for each keyframe. You can also use the same sound file and utilise a dissimilar sound effect for each button keyframe.
Synchronize a sound with blitheness
To synchronize a audio with animation, you start and end the sound at keyframes.
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Add a sound to the Timeline in its own layer (meet to a higher place for instructions).
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To synchronize this sound with an result in the scene, create a beginning keyframe for the audio that corresponds to the keyframe of the event in the scene that you desire to trigger the sound. You lot tin can select any of the synchronization options described above (see Add a sound to the Timeline).
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Create a keyframe in the sound layer's Timeline at the frame where you lot want the sound to finish. A representation of the sound file appears in the Timeline.
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Select Window > Properties, and click the arrow in the upper-correct corner to expand the Property inspector.
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In the Property inspector, select the same sound from the Audio pop-upwards menu.
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Still in the Belongings inspector, select Finish from the Sync pop-up carte.
When you play the SWF file, the audio stops playing when information technology reaches the ending keyframe.
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To play back the audio, elevate the playhead in the Timeline.
Editing sounds
Editing a audio in Animate
In Animate, you lot can ascertain the starting point of a audio or control the volume of the sound equally information technology plays. You can likewise change the signal at which a sound starts and stops playing. This is useful for making audio files smaller by removing unused sections.
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Add together a sound to a frame, or select a frame that already contains a audio.
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Select Window > Backdrop.
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Click the Edit button on the right side of the Holding inspector.
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To change the offset and end points of a sound, drag the Time In and Fourth dimension Out controls in the Edit Envelope.
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To change the audio envelope, drag the envelope handles to change levels at different points in the sound. Envelope lines show the volume of the sound as it plays. To create additional envelope handles (up to eight total), click the envelope lines. To remove an envelope handle, drag it out of the window.
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To brandish more or less of the sound in the window, click the Zoom In or Out buttons.
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To switch the time units between seconds and frames, click the Seconds and Frames buttons.
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To hear the edited audio, click the Play button.
Edit a sound in Soundbooth
If you have Adobe Soundbooth installed, yous can use Soundbooth to edit sounds you have imported into your Breathing file. After making changes in Soundbooth, when you lot save the file and overwrite the original, the changes are automatically reflected in the Animate file.
If you modify the filename or format of the sound after editing it, you lot will demand to re-import it into Animate.
Soundbooth is bachelor only on Windows computers and Intel®-based Macintoshes.
To edit an imported sound in Soundbooth:
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Correct-click (Windows) or Ctrl-click (Macintosh) the sound in the Library console.
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Choose Edit in Soundbooth from the context carte du jour. The file opens in Soundbooth.
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Edit the file in Soundbooth.
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After completing the changes, save the file. To save the changes in a non-destructive format, choose the ASND format. If you save the file in a unlike format from the original, y'all will need to re-import the audio file into Breathing.
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Return to Animate to see the edited version of the sound file in the Library panel.
You cannot edit sounds from the Sounds library (Window > Common Libraries > Sounds) with the Edit in Soundbooth command. To edit these sounds in Soundbooth, open up Soundbooth and select the sound from the Resource Central panel. Edit the sound and then import it into Breathing.
Split or loop a sound on timeline
Splitting a sound on timeline
You can split the stream sound embedded on the timeline using the Split Audio context menu. Split Sound enables you lot to pause the audio when it is necessary and then resume the audio playback from where it was stopped at a later frame on the timeline. Y'all can cull to split streamed sound into multiple parts by retaining its effects.
To split an sound clip on your timeline and retain its effects:
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Select File > Import > Import to library.
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Select the audio clip and import information technology to library.
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Create a new layer on your timeline and add the audio clip to the layer.
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Nether Properties > Sound, select the Upshot.
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Select the Sync type as Stream.
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Right-click on the frame at which you desire to split up the audio and click Split up Audio.
Audio effects are retained even if the audio is moved or changed to a dissimilar timespan or frame span.
Loop sound on timeline
Sound looping means repeating a small section of sound continuously over a number of frames on your timeline. With the "loop" option turned on in the timeline, yous tin can loop streaming audio inside a range of frames along with other animations.
To create a loop, just plow on the loop option on your timeline as follows:
Using sounds in Flash Light
Adobe® Flash® Low-cal supports ii types of sound: standard Animate sounds, like those used in Animate desktop applications, and device sounds. Flash Calorie-free one.0 supports device sounds only; Flash Lite one.1 and 2.10 support both standard sounds and device sounds.
Device sounds are stored in the published SWF file in their native audio format (such as MIDI or MFi); during playback, Flash Lite passes the audio information to the device, which decodes and plays the audio. Because you tin't import most device audio formats into Breathing, you instead import a proxy sound in a supported format (such as mp3 or AIFF) that is replaced with an external device sound that you specify.
You can use device sounds only as result sounds—you lot can't synchronize device sounds with the Timeline as you can with standard sounds.
Flash Calorie-free 1.0 and Flash Low-cal ane.one practice not support the following features available in the desktop version of Flash® Actor:
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The ActionScript Sound object
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Loading of external mp3 files
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The Spoken language Sound Compression option
For more data, see "Working with Sound, Video, and Images" in Developing Flash Lite 2.x Applications or "Working with Sound" in Developing Flash Lite ane.x Applications.
Source: https://helpx.adobe.com/be_en/animate/using/using-sounds.html
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